Triple Match item sorting kit
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An item needs two things: a sprite and an Item Data asset. The sprite gives it a picture. Item Data gives it an identity that the matching system can use.

4.1 Prepare the artwork

  1. 01
    Step 1

    Import your image into the project, for example into Assets/2d Art/Items.

  1. 01
    Select the image in the Project window

  1. 01
    Step 1

    Set Texture Type to Sprite (2D and UI).

  1. 01
    Step 1

    For one image, use Sprite Mode: Single.

  1. 01
    Step 1

    For a sheet with many items, use Multiple, open the Sprite Editor, and slice it.

  1. 01
    Press Apply

Use transparent backgrounds and similar visible sizes for a consistent set of items. Keep Pixels Per Unit consistent with the existing artwork.

Sprite import settings; the supplied example uses a sheet with many items
Sprite import settings; the supplied example uses a sheet with many items

4.2 Open the Items Data Generator

Open Tools > Bcyly Labs > Triple Match item sorting kit > Items Data Generator.

Open the Items Data Generator
Open the Items Data Generator
Items Data Generator window
Items Data Generator window

4.3 Generator options

OptionWhat it does
Sync All Item Icons in Project WindowRefreshes the small preview icons on Item Data assets.
Output FolderWhere new Item Data assets are saved. Use Assets/Data/Items for the normal workflow.
BrowseSelects a folder.
DefaultReturns the output path to Assets/Data/Items.
Create FolderCreates the output folder when it does not exist.
ID PrefixThe first part of each ID, such as item_.
Starting IDThe first number to use for the new items.
Auto-Detect Next IDFinds the next available number based on the existing assets.
Padding FormatChooses numbers like 1, 01, or 001.
Asset Name PatternChooses how the saved file is named. Examples include Item1_Data, item_1_Data, a sprite name, a display name, or just the item ID.
Display Name RuleUses the sprite name or a numbered name such as Item 1.
Conflict HandlingChooses what happens when a generated item conflicts with an existing asset or ID.
Apply Rules to QueueUpdates the queued names and IDs using your current rules.
Drag & Drop areaAccepts sprites, textures, sliced sheets, and project folders.
Scan Art Folder / Scan & AddFinds images in a folder and adds them to the queue.
Convert to SpritesAppears when queued textures need to be imported as sprites.
Re-sequence IDsRebuilds the queue's numbering.
Clear AllClears the pending queue. It does not delete the existing item assets.
Queue row fieldsLet you adjust the asset filename, item ID, and display name before generation.
X on a queue rowRemoves that entry from the queue.
Generate ItemData Asset(s)Creates the queued item definitions.

Conflict choices: Skip Existing leaves the conflicting item unchanged. Overwrite replaces existing data. Auto Increment looks for another number. For a first attempt, use Skip Existing and check the queue messages.

4.4 Create new items

  1. 01
    Set Output Folder to Assets/Data/Items

  1. 01
    Click Auto-Detect Next ID

  1. 01
    Step 1

    Drag the new sprites into the source area.

  1. 01
    Check every queue entry

    Make sure the IDs are unique.

  1. 01
    Click Generate

  1. 01
    Step 1

    Open the output folder and select a new asset.

Item Data assets in the project
Item Data assets in the project

4.5 Edit an existing item

Select an Item Data asset in Assets/Data/Items.

An existing Item Data asset and its sprite preview
An existing Item Data asset and its sprite preview
FieldWhat it does
Item IdIdentifies the item type for matching. Keep this unique.
Display NameA readable name for the item.
IconThe sprite used by the item. Replace this to change its artwork.
Theme ColorStores the item's theme color. Where it appears depends on the feature using the asset; it does not replace the sprite.
Sprite PreviewShows the assigned image.
Refresh Project Window IconRefreshes this asset's small icon.

4.6 Make the item available in a level

Open the Level Editor and refresh the Item Palette. The tool discovers Item Data under Assets/Data.

  • In Manual mode, select the new item and paint it into slots.
  • In Auto Distribute mode, make sure the level's item pool includes it. A saved level can keep its own pool, so

creating an asset alone does not guarantee that every old level will use it.

  • If Range is selected, check that the new item is inside the selected index range.

Save the level and playtest it. See Create your first level.